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209 lines
7.5 KiB
209 lines
7.5 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Custom/NewSurfaceShader" |
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{ |
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Properties { |
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_Color ("Main Color", Color) = (1,1,1,1) |
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_BumpAmt ("Distortion", Range (0,128)) = 10 |
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_MainTex ("Tint Color (RGB)", 2D) = "white" {} |
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_BumpMap ("Normalmap", 2D) = "bump" {} |
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_Size ("Size", Range(0, 20)) = 1 |
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} |
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Category { |
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// We must be transparent, so other objects are drawn before this one. |
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" } |
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SubShader { |
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// Horizontal blur |
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GrabPass { |
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Tags { "LightMode" = "Always" } |
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} |
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Pass { |
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Tags { "LightMode" = "Always" } |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#include "UnityCG.cginc" |
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struct appdata_t { |
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float4 vertex : POSITION; |
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float2 texcoord: TEXCOORD0; |
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}; |
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struct v2f { |
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float4 vertex : POSITION; |
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float4 uvgrab : TEXCOORD0; |
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}; |
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v2f vert (appdata_t v) { |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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#if UNITY_UV_STARTS_AT_TOP |
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float scale = -1.0; |
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#else |
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float scale = 1.0; |
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#endif |
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; |
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o.uvgrab.zw = o.vertex.zw; |
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return o; |
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} |
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sampler2D _GrabTexture; |
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float4 _GrabTexture_TexelSize; |
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float _Size; |
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half4 frag( v2f i ) : COLOR { |
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// half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); |
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// return col; |
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half4 sum = half4(0,0,0,0); |
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#define GRABPIXEL(weight,kernelx) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x + _GrabTexture_TexelSize.x * kernelx*_Size, i.uvgrab.y, i.uvgrab.z, i.uvgrab.w))) * weight |
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sum += GRABPIXEL(0.05, -4.0); |
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sum += GRABPIXEL(0.09, -3.0); |
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sum += GRABPIXEL(0.12, -2.0); |
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sum += GRABPIXEL(0.15, -1.0); |
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sum += GRABPIXEL(0.18, 0.0); |
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sum += GRABPIXEL(0.15, +1.0); |
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sum += GRABPIXEL(0.12, +2.0); |
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sum += GRABPIXEL(0.09, +3.0); |
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sum += GRABPIXEL(0.05, +4.0); |
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return sum; |
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} |
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ENDCG |
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} |
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// Vertical blur |
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GrabPass { |
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Tags { "LightMode" = "Always" } |
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} |
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Pass { |
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Tags { "LightMode" = "Always" } |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#include "UnityCG.cginc" |
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struct appdata_t { |
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float4 vertex : POSITION; |
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float2 texcoord: TEXCOORD0; |
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}; |
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struct v2f { |
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float4 vertex : POSITION; |
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float4 uvgrab : TEXCOORD0; |
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}; |
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v2f vert (appdata_t v) { |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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#if UNITY_UV_STARTS_AT_TOP |
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float scale = -1.0; |
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#else |
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float scale = 1.0; |
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#endif |
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; |
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o.uvgrab.zw = o.vertex.zw; |
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return o; |
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} |
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sampler2D _GrabTexture; |
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float4 _GrabTexture_TexelSize; |
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float _Size; |
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half4 frag( v2f i ) : COLOR { |
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// half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); |
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// return col; |
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half4 sum = half4(0,0,0,0); |
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#define GRABPIXEL(weight,kernely) tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(float4(i.uvgrab.x, i.uvgrab.y + _GrabTexture_TexelSize.y * kernely*_Size, i.uvgrab.z, i.uvgrab.w))) * weight |
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//G(X) = (1/(sqrt(2*PI*deviation*deviation))) * exp(-(x*x / (2*deviation*deviation))) |
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sum += GRABPIXEL(0.05, -4.0); |
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sum += GRABPIXEL(0.09, -3.0); |
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sum += GRABPIXEL(0.12, -2.0); |
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sum += GRABPIXEL(0.15, -1.0); |
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sum += GRABPIXEL(0.18, 0.0); |
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sum += GRABPIXEL(0.15, +1.0); |
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sum += GRABPIXEL(0.12, +2.0); |
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sum += GRABPIXEL(0.09, +3.0); |
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sum += GRABPIXEL(0.05, +4.0); |
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return sum; |
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} |
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ENDCG |
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} |
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// Distortion |
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GrabPass { |
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Tags { "LightMode" = "Always" } |
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} |
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Pass { |
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Tags { "LightMode" = "Always" } |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#include "UnityCG.cginc" |
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struct appdata_t { |
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float4 vertex : POSITION; |
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float2 texcoord: TEXCOORD0; |
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}; |
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struct v2f { |
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float4 vertex : POSITION; |
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float4 uvgrab : TEXCOORD0; |
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float2 uvbump : TEXCOORD1; |
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float2 uvmain : TEXCOORD2; |
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}; |
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float _BumpAmt; |
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float4 _BumpMap_ST; |
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float4 _MainTex_ST; |
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v2f vert (appdata_t v) { |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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#if UNITY_UV_STARTS_AT_TOP |
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float scale = -1.0; |
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#else |
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float scale = 1.0; |
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#endif |
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o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; |
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o.uvgrab.zw = o.vertex.zw; |
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o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap ); |
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o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex ); |
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return o; |
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} |
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fixed4 _Color; |
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sampler2D _GrabTexture; |
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float4 _GrabTexture_TexelSize; |
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sampler2D _BumpMap; |
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sampler2D _MainTex; |
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half4 frag( v2f i ) : COLOR { |
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// calculate perturbed coordinates |
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half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x y without reconstructing the Z |
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float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy; |
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i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy; |
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half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); |
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half4 tint = tex2D( _MainTex, i.uvmain ) * _Color; |
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return col * tint; |
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} |
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ENDCG |
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} |
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} |
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} |
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}
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